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Post by PreciousLittleGirl on Mar 7, 2007 2:44:32 GMT -5
...what would it be?
No spoilers, please!
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Post by the0kid on Mar 7, 2007 11:02:48 GMT -5
a sequel franchise
i love that damn dog
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Post by PrincessJennifer on Mar 9, 2007 15:15:59 GMT -5
I would change the story, so that it makes sense in the end and is not all messed up because things got left in that should not have been.
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Post by Prince Sandera on Mar 9, 2007 20:08:32 GMT -5
I dunno . . maby the . . Cutscenes <__< they look like they are BAAD made!
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Post by PrincessJennifer on Mar 9, 2007 20:11:22 GMT -5
Wow. THAT'S one I've never heard before. Everyone always LOVES the cutscenes.
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Post by beautifuldirt on Mar 12, 2007 19:05:12 GMT -5
I'd change the ending. And the long loading times. There are times when I thought that I'd broken the game or something.
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Post by columbarium on May 28, 2007 5:52:51 GMT -5
I'd change some of the boss fights to make them less tedious -- especially the Mermaid ordeal (fewer hits required to kill the boss; less time between Mermaid descents; more rewards for a few good stabs in succession (such as a view of the ceiling, for the love of Millicent Hogswhimper!); more camera angles, so that you never lose sight of Jen or the Mermaid once the latter descends; better reactions from the Mermaid, so that you feel you're accomplishing something if Jen gets in a particularly good strike).
I'd create better save options to avoid forcing players to perform repetitive tasks over and over. Clock Tower knows better; why doesn't Rule of Rose?
And while a person who loves the game soon learns to visit save points before an anticipated battle, it can put off new players to have to learn to do so the painful way: by being forced to play through an entire level twice.
If the battles, strategy and game play had been a tad more fun, I suspect RoR would have been a lot more successful, which could have resulted in a sequel. Forbidden Siren 2 did away with many of Siren's flaws, perfected Keiichiro Toyama's ambitious experiments and made the learning curve less intimidating. A sequel could have done that for RoR as well.
The dialog and music in RoR are, in my opinion, some of the most intelligent and least painful I've encountered in any game. If only RoR could have become the gateway drug for lovers of Edward Gorey, morbid fairy tales and art films everywhere. But to accomplish that, the battles would have had to feel intuitive instead of rote. The worst fights feel like witty one-liners repeated ad nauseum until they lose all traces of their former meaning.
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Post by PrincessJennifer on May 28, 2007 13:34:36 GMT -5
Yeah, Clock Tower is the best.^^
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Post by Dinah on May 29, 2007 15:49:44 GMT -5
I'd say I'd change the battle system. The story is pretty understandable, it just requires some great thinking, and of course looking at the stuff that has been taken out, because it honestly still fits in to the game. The battle system however is broken, and the load times are just horrible.
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Post by birdman on May 29, 2007 20:41:29 GMT -5
Definitely the battle system.
Add 180 turn.
Fix hitboxes. Getting hit when you aren't even in range or behind an enemy is just wrong.
Add a lock on feature.
Either get rid of or change the stepping. You know, where you ready your weapon and can make small steps while facing the same direction. Right now it's useless.
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Post by PrincessJennifer on Jun 9, 2007 1:50:41 GMT -5
Add more replay value!
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Post by queenofdespair on Jul 10, 2007 20:37:33 GMT -5
Definitely! Like maybe access to certain rooms you couldn`t get into before, ala the Four Leaf Clover Room.
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Post by Princess Katie on Jul 16, 2007 16:08:21 GMT -5
More cutscenes! and a better ending!! XDD my bro had to explain it to meeee
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Post by PrincessJennifer on Jul 16, 2007 17:20:44 GMT -5
He understood it? How can you/he be sure? Is he a member here?
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Post by Princess Katie on Jul 16, 2007 17:34:33 GMT -5
Well, he explained stuff I didn't get to me, so I guess he understood it sorta? I dunno how he's sure but I believe him. He's a med school student so he's smart!
And no, he's not.
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